BITFALL/Assets/GSpawn - Level Designer/Scripts/Prefabs/CurvePrefab.cs

526 lines
25 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace GSpawn
{
public struct CurvePrefabDiff
{
public bool used;
public bool spawnChance;
public bool alignAxes;
public bool upAxis;
public bool invertUpAxis;
public bool alignUpAxisWhenProjected;
public bool forwardAxis;
public bool invertForwardAxis;
public bool jitterMode;
public bool jitter;
public bool minRandomJitter;
public bool maxRandomJitter;
public bool randomizeForwardAxisRotation;
public bool minRandomForwardAxisRotation;
public bool maxRandomForwardAxisRotation;
public bool randomizeUpAxisRotation;
public bool minRandomUpAxisRotation;
public bool maxRandomUpAxisRotation;
public bool upAxisOffsetMode;
public bool upAxisOffset;
public bool minRandomUpAxisOffset;
public bool maxRandomUpAxisOffset;
public bool randomizeScale;
public bool minRandomScale;
public bool maxRandomScale;
}
public enum CurvePrefabJitterMode
{
None = 0,
Constant,
Random,
[Obsolete]
UIMixed
}
public enum CurvePrefabUpAxisOffsetMode
{
Constant = 0,
Random,
[Obsolete]
UIMixed
}
public class CurvePrefab : ScriptableObject, IUIItemStateProvider
{
private SerializedObject _serializedObject;
[SerializeField]
private PluginGuid _guid = new PluginGuid(Guid.NewGuid());
[SerializeField]
private PluginPrefab _pluginPrefab;
[SerializeField]
private PrefabPreview _preview = new PrefabPreview();
[SerializeField]
private bool _uiSelected = false;
[NonSerialized]
private CopyPasteMode _uiCopyPasteMode = CopyPasteMode.None;
[SerializeField]
private bool _used = defaultUsed;
[SerializeField]
private float _spawnChance = defaultSpawnChance;
[SerializeField]
private bool _alignAxes = defaultAlignAxes;
[SerializeField]
private FlexiAxis _upAxis = defaultUpAxis;
[SerializeField]
private bool _invertUpAxis = defaultInvertUpAxis;
[SerializeField]
private bool _alignUpAxisWhenProjected = defaultAlignUpAxisWhenProjected;
[SerializeField]
private FlexiAxis _forwardAxis = defaultForwardAxis;
[SerializeField]
private bool _invertForwardAxis = defaultInvertForwardAxis;
[SerializeField]
private CurvePrefabJitterMode _jitterMode = defaultJitterMode;
[SerializeField]
private float _jitter = defaultJitter;
[SerializeField]
private float _minRandomJitter = defaultMinRandomJitter;
[SerializeField]
private float _maxRandomJitter = defaultMaxRandomJitter;
[SerializeField]
private bool _randomizeForwardAxisRotation = defaultRandomizeForwardAxisRotation;
[SerializeField]
private float _minRandomForwardAxisRotation = defaultMinRandomForwardAxisRotation;
[SerializeField]
private float _maxRandomForwardAxisRotation = defaultMaxRandomForwardAxisRotation;
[SerializeField]
private bool _randomizeUpAxisRotation = defaultRandomizeUpAxisRotation;
[SerializeField]
private float _minRandomUpAxisRotation = defaultMinRandomUpAxisRotation;
[SerializeField]
private float _maxRandomUpAxisRotation = defaultMaxRandomUpAxisRotation;
[SerializeField]
private CurvePrefabUpAxisOffsetMode _upAxisOffsetMode = defaultUpAxisOffsetMode;
[SerializeField]
private float _upAxisOffset = defaultUpAxisOffset;
[SerializeField]
private float _minRandomUpAxisOffset = defaultMinRandomUpAxisOffset;
[SerializeField]
private float _maxRandomUpAxisOffset = defaultMaxRandomUpAxisOffset;
[SerializeField]
private bool _randomizeScale = defaultRandomizeScale;
[SerializeField]
private float _minRandomScale = defaultMinRandomScale;
[SerializeField]
private float _maxRandomScale = defaultMaxRandomScale;
public Texture2D previewTexture { get { return _preview.texture; } }
public PluginPrefab pluginPrefab
{
get { return _pluginPrefab; }
set
{
_pluginPrefab = value;
_preview.setPrefab(_pluginPrefab.prefabAsset);
EditorUtility.SetDirty(this);
}
}
public GameObject prefabAsset { get { return pluginPrefab.prefabAsset; } }
public PluginGuid guid { get { return _guid; } }
public bool uiSelected { get { return _uiSelected; } set { UndoEx.record(this); _uiSelected = value; } }
public CopyPasteMode uiCopyPasteMode { get { return _uiCopyPasteMode; } set { _uiCopyPasteMode = value; } }
public SerializedObject serializedObject
{
get
{
if (_serializedObject == null) _serializedObject = new SerializedObject(this);
return _serializedObject;
}
}
public bool used { get { return _used; } set { UndoEx.record(this); _used = value; EditorUtility.SetDirty(this); } }
public float spawnChance { get { return _spawnChance; } set { UndoEx.record(this); _spawnChance = Mathf.Clamp01(value); EditorUtility.SetDirty(this); } }
public bool alignAxes { get { return _alignAxes; } set { UndoEx.record(this); _alignAxes = value; EditorUtility.SetDirty(this); } }
public FlexiAxis upAxis
{
get { return _upAxis; }
set
{
UndoEx.record(this);
_upAxis = value;
EditorUtility.SetDirty(this);
}
}
public bool invertUpAxis { get { return _invertUpAxis; } set { UndoEx.record(this); _invertUpAxis = value; EditorUtility.SetDirty(this); } }
public bool alignUpAxisWhenProjected { get { return _alignUpAxisWhenProjected; } set { UndoEx.record(this); _alignUpAxisWhenProjected = value; EditorUtility.SetDirty(this); } }
public FlexiAxis forwardAxis
{
get { return _forwardAxis; }
set
{
UndoEx.record(this);
_forwardAxis = value;
EditorUtility.SetDirty(this);
}
}
public bool invertForwardAxis { get { return _invertForwardAxis; } set { UndoEx.record(this); _invertForwardAxis = value; EditorUtility.SetDirty(this); } }
public CurvePrefabJitterMode jitterMode { get { return _jitterMode; } set { UndoEx.record(this); _jitterMode = value; EditorUtility.SetDirty(this); } }
public float jitter { get { return _jitter; } set { UndoEx.record(this); _jitter = Mathf.Max(0.0f, value); EditorUtility.SetDirty(this); } }
public float minRandomJitter
{
get { return _minRandomJitter; }
set
{
_minRandomJitter = Mathf.Max(0.0f, value);
if (_maxRandomJitter < _minRandomJitter)
_maxRandomJitter = _minRandomJitter;
EditorUtility.SetDirty(this);
}
}
public float maxRandomJitter
{
get { return _maxRandomJitter; }
set
{
_maxRandomJitter = Mathf.Max(0.0f, value);
if (_minRandomJitter > _maxRandomJitter)
_minRandomJitter = _maxRandomJitter;
EditorUtility.SetDirty(this);
}
}
public bool randomizeForwardAxisRotation { get { return _randomizeForwardAxisRotation; } set { UndoEx.record(this); _randomizeForwardAxisRotation = value; EditorUtility.SetDirty(this); } }
public float minRandomForwardAxisRotation
{
get { return _minRandomForwardAxisRotation; }
set
{
UndoEx.record(this);
_minRandomForwardAxisRotation = Math.Clamp(value, -90.0f, 90.0f);
if (_maxRandomForwardAxisRotation < _minRandomForwardAxisRotation)
_maxRandomForwardAxisRotation = _minRandomForwardAxisRotation;
EditorUtility.SetDirty(this);
}
}
public float maxRandomForwardAxisRotation
{
get { return _maxRandomForwardAxisRotation; }
set
{
UndoEx.record(this);
_maxRandomForwardAxisRotation = Math.Clamp(value, -90.0f, 90.0f);
if (_minRandomForwardAxisRotation > _maxRandomForwardAxisRotation)
_minRandomForwardAxisRotation = _maxRandomForwardAxisRotation;
EditorUtility.SetDirty(this);
}
}
public bool randomizeUpAxisRotation { get { return _randomizeUpAxisRotation; } set { UndoEx.record(this); _randomizeUpAxisRotation = value; EditorUtility.SetDirty(this); } }
public float minRandomUpAxisRotation
{
get { return _minRandomUpAxisRotation; }
set
{
UndoEx.record(this);
_minRandomUpAxisRotation = Math.Clamp(value, -360.0f, 360.0f);
if (_maxRandomUpAxisRotation < _minRandomUpAxisRotation)
_maxRandomUpAxisRotation = _minRandomUpAxisRotation;
EditorUtility.SetDirty(this);
}
}
public float maxRandomUpAxisRotation
{
get { return _maxRandomUpAxisRotation; }
set
{
UndoEx.record(this);
_maxRandomUpAxisRotation = Math.Clamp(value, -360.0f, 360.0f);
if (_minRandomUpAxisRotation > _maxRandomUpAxisRotation)
_minRandomUpAxisRotation = _maxRandomUpAxisRotation;
EditorUtility.SetDirty(this);
}
}
public CurvePrefabUpAxisOffsetMode upAxisOffsetMode { get { return _upAxisOffsetMode; } set { UndoEx.record(this); _upAxisOffsetMode = value; EditorUtility.SetDirty(this); } }
public float upAxisOffset { get { return _upAxisOffset; } set { UndoEx.record(this); _upAxisOffset = value; EditorUtility.SetDirty(this); } }
public float minRandomUpAxisOffset
{
get { return _minRandomUpAxisOffset; }
set
{
UndoEx.record(this);
_minRandomUpAxisOffset = value;
if (_maxRandomUpAxisOffset < _minRandomUpAxisOffset)
_maxRandomUpAxisOffset = _minRandomUpAxisOffset;
EditorUtility.SetDirty(this);
}
}
public float maxRandomUpAxisOffset
{
get { return _maxRandomUpAxisOffset; }
set
{
UndoEx.record(this);
_maxRandomUpAxisOffset = value;
if (_minRandomUpAxisOffset > _maxRandomUpAxisOffset)
_minRandomUpAxisOffset = _maxRandomUpAxisOffset;
EditorUtility.SetDirty(this);
}
}
public bool randomizeScale { get { return _randomizeScale; } set { UndoEx.record(this); _randomizeScale = value; EditorUtility.SetDirty(this); } }
public float minRandomScale
{
get { return _minRandomScale; }
set
{
UndoEx.record(this);
_minRandomScale = Math.Max(0.1f, value);
if (_maxRandomScale < _minRandomScale)
_maxRandomScale = _minRandomScale;
EditorUtility.SetDirty(this);
}
}
public float maxRandomScale
{
get { return _maxRandomScale; }
set
{
UndoEx.record(this);
_maxRandomScale = Math.Max(0.1f, value);
if (_minRandomScale > _maxRandomScale)
_minRandomScale = _maxRandomScale;
EditorUtility.SetDirty(this);
}
}
public static bool defaultUsed { get { return true; } }
public static float defaultSpawnChance { get { return 1.0f; } }
public static bool defaultAlignAxes { get { return true; } }
public static FlexiAxis defaultUpAxis { get { return FlexiAxis.Y; } }
public static bool defaultInvertUpAxis { get { return false; } }
public static bool defaultAlignUpAxisWhenProjected { get { return true; } }
public static FlexiAxis defaultForwardAxis { get { return FlexiAxis.Longest; } }
public static bool defaultInvertForwardAxis { get { return false; } }
public static CurvePrefabJitterMode defaultJitterMode { get { return CurvePrefabJitterMode.None; } }
public static float defaultJitter { get { return 0.5f; } }
public static float defaultMinRandomJitter { get { return 0.0f; } }
public static float defaultMaxRandomJitter { get { return 0.5f; } }
public static bool defaultRandomizeForwardAxisRotation { get { return false; } }
public static float defaultMinRandomForwardAxisRotation { get { return -15.0f; } }
public static float defaultMaxRandomForwardAxisRotation { get { return 15.0f; } }
public static bool defaultRandomizeUpAxisRotation { get { return false; } }
public static float defaultMinRandomUpAxisRotation { get { return -15.0f; } }
public static float defaultMaxRandomUpAxisRotation { get { return 15.0f; } }
public static CurvePrefabUpAxisOffsetMode defaultUpAxisOffsetMode { get { return CurvePrefabUpAxisOffsetMode.Constant; } }
public static float defaultUpAxisOffset { get { return 0.0f; } }
public static float defaultMinRandomUpAxisOffset { get { return -0.2f; } }
public static float defaultMaxRandomUpAxisOffset { get { return 0.0f; } }
public static bool defaultRandomizeScale { get { return false; } }
public static float defaultMinRandomScale { get { return 0.5f; } }
public static float defaultMaxRandomScale { get { return 1.0f; } }
public static CurvePrefabDiff checkDiff(List<CurvePrefab> curvePrefabs)
{
int maxNumDiffs = typeof(CurvePrefabDiff).GetFields().Length;
CurvePrefabDiff diff = new CurvePrefabDiff();
int numPrefabs = curvePrefabs.Count;
for (int i = 0; i < numPrefabs; ++i)
{
var prefab = curvePrefabs[i];
for (int j = i + 1; j < numPrefabs; ++j)
{
var otherPrefab = curvePrefabs[j];
int diffCount = 0;
if (prefab.used != otherPrefab.used)
{
++diffCount;
diff.used = true;
}
if (prefab.spawnChance != otherPrefab.spawnChance)
{
++diffCount;
diff.spawnChance = true;
}
if (prefab.alignAxes != otherPrefab.alignAxes)
{
++diffCount;
diff.alignAxes = true;
}
if (prefab.upAxis != otherPrefab.upAxis)
{
++diffCount;
diff.upAxis = true;
}
if (prefab.invertUpAxis != otherPrefab.invertUpAxis)
{
++diffCount;
diff.invertUpAxis = true;
}
if (prefab.alignUpAxisWhenProjected != otherPrefab.alignUpAxisWhenProjected)
{
++diffCount;
diff.alignUpAxisWhenProjected = true;
}
if (prefab.forwardAxis != otherPrefab.forwardAxis)
{
++diffCount;
diff.forwardAxis = true;
}
if (prefab.invertForwardAxis != otherPrefab.invertForwardAxis)
{
++diffCount;
diff.invertForwardAxis = true;
}
if (prefab.jitterMode != otherPrefab.jitterMode)
{
++diffCount;
diff.jitterMode = true;
}
if (prefab.jitter != otherPrefab.jitter)
{
++diffCount;
diff.jitter = true;
}
if (prefab.minRandomJitter != otherPrefab.minRandomJitter)
{
++diffCount;
diff.minRandomJitter = true;
}
if (prefab.maxRandomJitter != otherPrefab.maxRandomJitter)
{
++diffCount;
diff.maxRandomJitter = true;
}
if (prefab.randomizeForwardAxisRotation != otherPrefab.randomizeForwardAxisRotation)
{
++diffCount;
diff.randomizeForwardAxisRotation = true;
}
if (prefab.minRandomForwardAxisRotation != otherPrefab.minRandomForwardAxisRotation)
{
++diffCount;
diff.minRandomForwardAxisRotation = true;
}
if (prefab.maxRandomForwardAxisRotation != otherPrefab.maxRandomForwardAxisRotation)
{
++diffCount;
diff.maxRandomForwardAxisRotation = true;
}
if (prefab.randomizeUpAxisRotation != otherPrefab.randomizeUpAxisRotation)
{
++diffCount;
diff.randomizeUpAxisRotation = true;
}
if (prefab.minRandomUpAxisRotation != otherPrefab.minRandomUpAxisRotation)
{
++diffCount;
diff.minRandomUpAxisRotation = true;
}
if (prefab.maxRandomUpAxisRotation != otherPrefab.maxRandomUpAxisRotation)
{
++diffCount;
diff.maxRandomUpAxisRotation = true;
}
if (prefab.upAxisOffsetMode != otherPrefab.upAxisOffsetMode)
{
++diffCount;
diff.upAxisOffsetMode = true;
}
if (prefab.upAxisOffset != otherPrefab.upAxisOffset)
{
++diffCount;
diff.upAxisOffset = true;
}
if (prefab.minRandomUpAxisOffset != otherPrefab.minRandomUpAxisOffset)
{
++diffCount;
diff.minRandomUpAxisOffset = true;
}
if (prefab.maxRandomUpAxisOffset != otherPrefab.maxRandomUpAxisOffset)
{
++diffCount;
diff.maxRandomUpAxisOffset = true;
}
if (prefab.randomizeScale != otherPrefab.randomizeScale)
{
++diffCount;
diff.randomizeScale = true;
}
if (prefab.minRandomScale != otherPrefab.minRandomScale)
{
++diffCount;
diff.minRandomScale = true;
}
if (prefab.maxRandomScale != otherPrefab.maxRandomScale)
{
++diffCount;
diff.maxRandomScale = true;
}
if (diffCount == maxNumDiffs) return diff;
}
}
return diff;
}
public static void getPluginPrefabs(List<CurvePrefab> curvePrefabs, List<PluginPrefab> pluginPrefabs)
{
pluginPrefabs.Clear();
foreach (var curvePrefab in curvePrefabs)
pluginPrefabs.Add(curvePrefab.pluginPrefab);
}
public void resetPreview()
{
_preview.reset();
}
public void regeneratePreview()
{
_preview.regenerate();
}
public void rotatePreview(Vector2 yawPitch)
{
_preview.rotate(yawPitch);
}
public void useDefaults()
{
used = defaultUsed;
spawnChance = defaultSpawnChance;
alignAxes = defaultAlignAxes;
upAxis = defaultUpAxis;
invertUpAxis = defaultInvertUpAxis;
alignUpAxisWhenProjected = defaultAlignUpAxisWhenProjected;
forwardAxis = defaultForwardAxis;
invertForwardAxis = defaultInvertForwardAxis;
jitterMode = defaultJitterMode;
jitter = defaultJitter;
minRandomJitter = defaultMinRandomJitter;
maxRandomJitter = defaultMaxRandomJitter;
randomizeForwardAxisRotation = defaultRandomizeForwardAxisRotation;
minRandomForwardAxisRotation = defaultMinRandomForwardAxisRotation;
maxRandomForwardAxisRotation = defaultMaxRandomForwardAxisRotation;
randomizeUpAxisRotation = defaultRandomizeUpAxisRotation;
minRandomUpAxisRotation = defaultMinRandomUpAxisRotation;
maxRandomUpAxisRotation = defaultMaxRandomUpAxisRotation;
upAxisOffsetMode = defaultUpAxisOffsetMode;
upAxisOffset = defaultUpAxisOffset;
minRandomUpAxisOffset = defaultMinRandomUpAxisOffset;
maxRandomUpAxisOffset = defaultMaxRandomUpAxisOffset;
randomizeScale = defaultRandomizeScale;
minRandomScale = defaultMinRandomScale;
maxRandomScale = defaultMaxRandomScale;
EditorUtility.SetDirty(this);
}
}
}
#endif